Page 11 - D&D - Player's Handbook
P. 11

There is much danger and adventure to be had in the   but beyond the areas that each rules, their families and
            free places of the North, and a great deal of wealth and   businesses compete with one another and with the lo-
            treasure. as well. The ruins of ancient kingdoms and   cals of far-flung places.
            countless smaller settlements litter the countryside,   The use of arcane magic is illegal in Arnn, meaning
            waiting for the right explorers to happen upon them.   that the only authorized spellcasters in the nation are
                                                              wielders of divine magic who enjoy the support and
            THE UNDERDARK                                     patronage of a temple, and users of arcane magic who
            Extending miles downward and outward beneath the   have been given special dispensation by one of the oli-
                                                              garchs. So pervasive is the sway of Amn's oligarchy that
            surface of FaerO.n, and reaching to other continents as
                                                              few crimes merit physical punishment but those that
            well, the great network of subterranean caverns known
                                                              involve the use of arcane magic or an offense against
            as the Underdark is home to all manner of strange and
                                                              one of the council's merchant houses. Other infractions
            deadly creatures. Duergar and drow- dark reflections
                                                              are forgiven after the miscreant makes payment of an
            of dwarves and elves-live in these sunless lands, as do
            the svirfneblin, or deep gnomes. Most surface-dwelling   appropriate fine.
            folk aren't threatened or even disturbed by denizens   Calimshan. This southern land has long been the
            of the deep places, but the creatures occasionally   battleground for warring genies. After years of strug-
            emerge to raid or to seek some kind of goal in the sur-  gling beneath their genasi masters, human slaves arose
                                                              to follow a Chosen of Ilmater, at first using nonviolent
            face world.
              Among the lands of the Underdark beneath the North   resistance, and then erupting in full rebellion following
            are the svirfneblin city of Blingdenstone, the duergar   his disappearance. They overthrew the genie lords of
            city of Gracklstugh, and the infamous drow city of Men-  Calimport and Memnon, casting the remaining genies
            zoberranzan. Also prominent is Mantol-Derith, a trading   out of the cities and back to their elemental homes or
            post for Underdark merchants.                     into the depths of the deserts.
                                                                Much of Calimshan is a chaotic place dominated by
                                                              wealth, political influence, and personal power. Many
            TORIL AND  ITS  LANDS
                                                              pray for the return of the Chosen and the completion of
            Tori! is a vast and wondrous world, filled with an im-  his work. Others are learning to live together without
            mense diversity of peoples and a rich, full history. For   genie masters, and to grudgingly accept the remaining
            most folk of the Sword Coast, however, knowledge   genasi among them.
            doesn't extend much beyond the confines of the North,   Chult. The vast, choking jungles of Chult hide what
            and anything "known" outside of FaerO.n proper is based   many believe to be great mineral wealth, including large
            more in rumor than in fact.                       gemstones and veins of ore. Poisonous flora and fauna
                                                              riddle the jungles, but some still brave the dangers to
            FAERUN
            The vast central continent of Tori!, FaerO.n is a land
            mass divided by a great sea known as the Inner Sea, or
            the Sea of Fallen Stars. The lands beyond the North can
            be roughly divided into those to the south and those to
            the east, becoming more foreign to the folk of the Sword
            Coast and the North the farther away they are.
            LANDS TO THE SOUTH
            To the south of the Sword Coast lie ancient nations, a
            tremendous, forbidding jungle, and all manner of lands
            destroyed or transformed by magical cataclysms and up-
            heavals. Amid the ruin and the distress in these realms
            are signs of renewal and hope, as tenacious civilizations
            and peoples rebuild, reclaim, and create anew.
              Amn. A nation led by the representatives of five  noble
            families, Arnn is a place where the wealthy rule, openly
            and without pretense. Shrewd traders and ruthless in
            business, Amnians believe that the end of a successful
            transaction is justified by any means, ethical or oth-
            erwise. Although the nation is richer by far than even
            the northern metropolises of Baldur's Gate and Water-
            deep, its influence is curtailed by the unwillingness of
            its rulers to work together in the nation's best interest.
            The members of the Council of Five are fairly unified
            and tight-fisted in their control of Arnn, but their ability
            to affect events outside their own borders is limited be-
            cause they can't agree enough on major matters of for-
            eign policy. The oligarchs utterly control their nation,
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